Post by Father on Jan 1, 2020 8:36:42 GMT 1
Restrictions: Only characters joining the Brackens in this campaign may join.
NPC Participation: All NPC's featured in the campaign will partake (not all will necessarily roll), selecting missions to partake in after the PC's have decided.
OOC Information: PC's should rank their top 3 picks of mission roles for act 1 in order of preference in their posts (need not be final and people can discuss among one another), after a week missions will be assigned if they are ready to go (earlier if all PC's have declared their choices and made their rolls).
War Council:
Audience Test TN 12
Simple Intrigue (Convince)+Chivalry TN 12
Warfare (Strategy) TN 9
Warfare (Tactics) TN 9
-You may spend a point of glory before rolling, gaining +5 to the audience and persuasion tests (for warfare, the +5 only applies when qualifying for missions).
-You may treat your chivalry score to be equal to your total earned fire points for these test.
-Success on all tests, or 5 DoS on Audience/Intrigue: Command during missions is available to you
-Total DoS scored determines the order with which one may pick limited roles (Status result, then reputation dice, then re-roll of status is the tie-breaker).
-Per Critical Failure on the Persuasion and Status tests: -1 influence, -5 Bracken Strength, nulls any DoS from Persuasion or Status.
-A Critical Failure on a Warfare tests counts as -10 DoS.
-Each participant calculates (Persuasion DoS+Status DoS)*(Strategy DoS+Tactics DoS), this is summed up across all participants and divided by the sum of all DoS from Persuasion and Status across all participants. Each DoS of this weighted average translates into a number of strength points equal to 1% of total initial points (round up)
-Distinguished oneself at The Whitewalls war games (10+ DoS in that event): Add +1 DoS to each test for the purpose of determining if you can qualify for selecting command roles and the order you may pick missions, this will also automatically win tie-breaks against someone who did not score 10+ DoS. The +1 DoS also applies to persuasion and status tests to determine the weight of one's advice.
-NPC's will roll first to provide a template for how to report things.
-PC's picks their missions and roles for the first act, then NPC's will pick (with a general preference for filling out roles as needed on missions selected by PC's).
-Generally you can only have one role per mission (each listed command is a role, hero action is a role).
-The process is repeated for the second act among the missions not taken, new missions may be added to the list.
-Nameless secondary NPC's may fill out spare roles.
-For maneuver missions, another character may assist and receive every third glory and chivalry.
Missions:
The Siege of Blackbuckle
Ser Ulbert and his band of six score seasoned riders have raped, pillaged and burned throughout Bracken lands, through informants the war council has learned that he will make for Blackbuckle just across the border to restock and resupply, linking up with another two hundred Blackwood men who will secure their retreat and bring provisions. Cut off those supplies to the Ironhand, encircle him and starve him out.
-Lay Siege to Blackbuckle (Maneuver, +2 glory if forced surrender)
-A sally is expected, throwing it back would grant an additional +1 glory, hero action possible (Defeating Ser Ulbert in single combat is worth +5 glory).
-Assault the train with additional men and supplies (simple battle, 1 glory)
-A lengthy siege may divert forces from Battle Valley (but keep The Ironhand bottled up as well, strength reductions as if 100% casualties on both sides).
-Capturing Blackbuckle: 10 Victory Points.
-Capturing Ser Ulbert: 10 Victory Points.
Claim Pennytree and the Teats. (At least 8 DoS required to be granted the main command)
With the stroke of a pen, King Aegon IV handed Pennytree and The Teats to Raventree, taking it back would show off Bracken Power.
-Capture the hills (2 simple battles)
+1 glory to victorious commanders, 2 Victory Points per captured hill.
-Storm Pennytree (Complex battle)
+2 glory to appointed commander, +3 glory if victorious.
-First over the walls combat scenario, +7 glory available for characters taking the wall (divided among victorious participants, round up).
-Into the breach combat scenario, +2 glory available.
-Capturing Pennytree: 25 Victory Points, up to 10 coffers worth of plunder available.
The Sack of Mudgrave (Complex Battle, first through the breach combat scenario):
Where Tristifer V Mudd made his final stand against Andal warlords, now a Market Town protected by a palisade wall. Holding it would add to Bracken prestige, and it offers lucrative plunder as well.
-Storm Mudgrave (Complex battle)
+1 glory to appointed commander, +2 glory if victorious.
-Into the breach combat scenario, +2 glory available.
-Capturing Mudgrave: 15 Victory Points, up to 5 coffers worth of plunder available.
The battles of Widow's Wash:
A tributary to the Red Fork, if House Bracken controls the fords of the Widow's Wash, it may threaten the Blackwoods from the east as well as from the south, forcing them to abandon their outer defenses in the valley.
-Taking Crossbow Ridge (Simple Battle): +2 glory to winning commander, +10 Strength
-Taking Rutting Meadow (Simple Battle): +2 glory to winning commander, +10 Strength
+20 Strength if winning both.
The capture of Muddy Hall.
Allegedly once the winter residence of House Mudd, though Brackens and Blackwoods both claims that it was theirs in those ancient times, a palisade wall on top of the old earthworks now controls the surrounding region.
-Storm Muddy Hall (Complex battle)
+1 glory to appointed commander, +1 glory if victorious.
-Into the breach combat scenario, +2 glory available.
Taking Muddy Hall: +10 Victory Points.
Dancing Upon Their Graves
The Village of Cairns lies next to the ancient burial grounds of House Blackwood, while strategically insignificant, it's importance for Blackwood morale is certain to draw enemy forces away from Battle Valley.
-Maneuver, +1 glory to appointed commander, up to +4 glory for withdrawing in good order.
-Optionally a complex battle against a superior force, up to +10 glory if victorious (but the objective is to draw out that force, not to defeat it.)
-Potentially -50 Blackwood Strength.
Pillage and Plunder:
-The village of Buckle makes for a tempting target
-Maneuver (Up to 3 coffers and 2 Fire Points available)
Defenders of The Faith:
-A Runner from the Septry of the Shattered rock reports a group of Blackwood irregulars laying siege to the ancient septry dedicated to the warrior where Ser Jonos Bracken has taken refuge with his wounded men (which means he has swore to lay down their weapons for the remainder of the conflict), previously a stronghold of the Warrior's Sons, now a hermitage where men weary of war and fighting can find peace and closure after long troubled lives. As it offers natural defenses and is manned by men who knows how to wield a weapon, they should be able to hold fast for long enough for a Bracken force to bring relief.
-Simple Battle (combat scenarios available), up to +3 glory and +10 chivalry available to victorious commander. Securing evidence of Blackwoods attacking the faith will inflict 10 Counts of War Crimes on them.
Broken Lands (Each character can perform this mission):
-As the fighting picks up, refugees and broken men flood the countryside, outlying farms and small hamlets are at risk of raiding and raping, some knights might be inclined to take their squires and others as might follow them to instead travel the lands and protect the innocent.
-Maneuver (+3 Chivalry available)
-Diverts such forces as this character has brought to the campaign away from Battle Valley. (Reduces Bracken Strength by the number of Bracken points recruited)
Easy Pickings (Each character can perform this mission, in both acts if desired):
-Warfare (Command) TN 9, +1 Victory Point and -2 Blackwood Strength per DoS, +1 glory if gaining at least 3 DoS.
-Captured upon critical failure.
Benefits/Drawbacks
Qualities may very well have special effects in missions.
Avaricious: Attempts to compel undertaking a mission offering coffers.
Vainglorious: Attempts to compel undertaking a mission offering glory.
Lascivious: Attempts to compel getting acquainted with one or more camp followers, if so doing test chance TN 9 twice, critical failure on the first: -1 chivalry, critical failure on the second: -10 Strength.
NPC Participation: All NPC's featured in the campaign will partake (not all will necessarily roll), selecting missions to partake in after the PC's have decided.
OOC Information: PC's should rank their top 3 picks of mission roles for act 1 in order of preference in their posts (need not be final and people can discuss among one another), after a week missions will be assigned if they are ready to go (earlier if all PC's have declared their choices and made their rolls).
War Council:
Audience Test TN 12
Simple Intrigue (Convince)+Chivalry TN 12
Warfare (Strategy) TN 9
Warfare (Tactics) TN 9
-You may spend a point of glory before rolling, gaining +5 to the audience and persuasion tests (for warfare, the +5 only applies when qualifying for missions).
-You may treat your chivalry score to be equal to your total earned fire points for these test.
-Success on all tests, or 5 DoS on Audience/Intrigue: Command during missions is available to you
-Total DoS scored determines the order with which one may pick limited roles (Status result, then reputation dice, then re-roll of status is the tie-breaker).
-Per Critical Failure on the Persuasion and Status tests: -1 influence, -5 Bracken Strength, nulls any DoS from Persuasion or Status.
-A Critical Failure on a Warfare tests counts as -10 DoS.
-Each participant calculates (Persuasion DoS+Status DoS)*(Strategy DoS+Tactics DoS), this is summed up across all participants and divided by the sum of all DoS from Persuasion and Status across all participants. Each DoS of this weighted average translates into a number of strength points equal to 1% of total initial points (round up)
-Distinguished oneself at The Whitewalls war games (10+ DoS in that event): Add +1 DoS to each test for the purpose of determining if you can qualify for selecting command roles and the order you may pick missions, this will also automatically win tie-breaks against someone who did not score 10+ DoS. The +1 DoS also applies to persuasion and status tests to determine the weight of one's advice.
-NPC's will roll first to provide a template for how to report things.
-PC's picks their missions and roles for the first act, then NPC's will pick (with a general preference for filling out roles as needed on missions selected by PC's).
-Generally you can only have one role per mission (each listed command is a role, hero action is a role).
-The process is repeated for the second act among the missions not taken, new missions may be added to the list.
-Nameless secondary NPC's may fill out spare roles.
-For maneuver missions, another character may assist and receive every third glory and chivalry.
Missions:
The Siege of Blackbuckle
Ser Ulbert and his band of six score seasoned riders have raped, pillaged and burned throughout Bracken lands, through informants the war council has learned that he will make for Blackbuckle just across the border to restock and resupply, linking up with another two hundred Blackwood men who will secure their retreat and bring provisions. Cut off those supplies to the Ironhand, encircle him and starve him out.
-Lay Siege to Blackbuckle (Maneuver, +2 glory if forced surrender)
-A sally is expected, throwing it back would grant an additional +1 glory, hero action possible (Defeating Ser Ulbert in single combat is worth +5 glory).
-Assault the train with additional men and supplies (simple battle, 1 glory)
-A lengthy siege may divert forces from Battle Valley (but keep The Ironhand bottled up as well, strength reductions as if 100% casualties on both sides).
-Capturing Blackbuckle: 10 Victory Points.
-Capturing Ser Ulbert: 10 Victory Points.
Claim Pennytree and the Teats. (At least 8 DoS required to be granted the main command)
With the stroke of a pen, King Aegon IV handed Pennytree and The Teats to Raventree, taking it back would show off Bracken Power.
-Capture the hills (2 simple battles)
+1 glory to victorious commanders, 2 Victory Points per captured hill.
-Storm Pennytree (Complex battle)
+2 glory to appointed commander, +3 glory if victorious.
-First over the walls combat scenario, +7 glory available for characters taking the wall (divided among victorious participants, round up).
-Into the breach combat scenario, +2 glory available.
-Capturing Pennytree: 25 Victory Points, up to 10 coffers worth of plunder available.
The Sack of Mudgrave (Complex Battle, first through the breach combat scenario):
Where Tristifer V Mudd made his final stand against Andal warlords, now a Market Town protected by a palisade wall. Holding it would add to Bracken prestige, and it offers lucrative plunder as well.
-Storm Mudgrave (Complex battle)
+1 glory to appointed commander, +2 glory if victorious.
-Into the breach combat scenario, +2 glory available.
-Capturing Mudgrave: 15 Victory Points, up to 5 coffers worth of plunder available.
The battles of Widow's Wash:
A tributary to the Red Fork, if House Bracken controls the fords of the Widow's Wash, it may threaten the Blackwoods from the east as well as from the south, forcing them to abandon their outer defenses in the valley.
-Taking Crossbow Ridge (Simple Battle): +2 glory to winning commander, +10 Strength
-Taking Rutting Meadow (Simple Battle): +2 glory to winning commander, +10 Strength
+20 Strength if winning both.
The capture of Muddy Hall.
Allegedly once the winter residence of House Mudd, though Brackens and Blackwoods both claims that it was theirs in those ancient times, a palisade wall on top of the old earthworks now controls the surrounding region.
-Storm Muddy Hall (Complex battle)
+1 glory to appointed commander, +1 glory if victorious.
-Into the breach combat scenario, +2 glory available.
Taking Muddy Hall: +10 Victory Points.
Dancing Upon Their Graves
The Village of Cairns lies next to the ancient burial grounds of House Blackwood, while strategically insignificant, it's importance for Blackwood morale is certain to draw enemy forces away from Battle Valley.
-Maneuver, +1 glory to appointed commander, up to +4 glory for withdrawing in good order.
-Optionally a complex battle against a superior force, up to +10 glory if victorious (but the objective is to draw out that force, not to defeat it.)
-Potentially -50 Blackwood Strength.
Pillage and Plunder:
-The village of Buckle makes for a tempting target
-Maneuver (Up to 3 coffers and 2 Fire Points available)
Defenders of The Faith:
-A Runner from the Septry of the Shattered rock reports a group of Blackwood irregulars laying siege to the ancient septry dedicated to the warrior where Ser Jonos Bracken has taken refuge with his wounded men (which means he has swore to lay down their weapons for the remainder of the conflict), previously a stronghold of the Warrior's Sons, now a hermitage where men weary of war and fighting can find peace and closure after long troubled lives. As it offers natural defenses and is manned by men who knows how to wield a weapon, they should be able to hold fast for long enough for a Bracken force to bring relief.
-Simple Battle (combat scenarios available), up to +3 glory and +10 chivalry available to victorious commander. Securing evidence of Blackwoods attacking the faith will inflict 10 Counts of War Crimes on them.
Broken Lands (Each character can perform this mission):
-As the fighting picks up, refugees and broken men flood the countryside, outlying farms and small hamlets are at risk of raiding and raping, some knights might be inclined to take their squires and others as might follow them to instead travel the lands and protect the innocent.
-Maneuver (+3 Chivalry available)
-Diverts such forces as this character has brought to the campaign away from Battle Valley. (Reduces Bracken Strength by the number of Bracken points recruited)
Easy Pickings (Each character can perform this mission, in both acts if desired):
-Warfare (Command) TN 9, +1 Victory Point and -2 Blackwood Strength per DoS, +1 glory if gaining at least 3 DoS.
-Captured upon critical failure.
Benefits/Drawbacks
Qualities may very well have special effects in missions.
Avaricious: Attempts to compel undertaking a mission offering coffers.
Vainglorious: Attempts to compel undertaking a mission offering glory.
Lascivious: Attempts to compel getting acquainted with one or more camp followers, if so doing test chance TN 9 twice, critical failure on the first: -1 chivalry, critical failure on the second: -10 Strength.